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authorDan Goodliffe <dan@randomdan.homeip.net>2023-01-07 16:20:38 +0000
committerDan Goodliffe <dan@randomdan.homeip.net>2023-01-07 16:20:38 +0000
commite6d8cb60990288fb56c4b4410b66bf07adf10df3 (patch)
treeba3e4b6a2b5262f25508643a5bebae1a349cc14f /gfx/gl
parentOnly generate the first N shadow maps which are useful (diff)
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Use the whole texture when only some shadow map bands
Diffstat (limited to 'gfx/gl')
-rw-r--r--gfx/gl/shadowMapper.cpp55
1 files changed, 42 insertions, 13 deletions
diff --git a/gfx/gl/shadowMapper.cpp b/gfx/gl/shadowMapper.cpp
index 2b3d774..74b7dc0 100644
--- a/gfx/gl/shadowMapper.cpp
+++ b/gfx/gl/shadowMapper.cpp
@@ -35,17 +35,46 @@ ShadowMapper::ShadowMapper(const glm::ivec2 & s) : size {s}
glBindFramebuffer(GL_FRAMEBUFFER, 0);
}
-constexpr std::array<glm::ivec4, ShadowMapper::SHADOW_BANDS> viewports {{
- {31, 31, 1, 1},
- {1, 31, 1, 1},
- {31, 1, 1, 1},
- {1, 1, 1, 1},
+constexpr std::array<std::array<glm::ivec4, ShadowMapper::SHADOW_BANDS>, ShadowMapper::SHADOW_BANDS> viewports {{
+ {{
+ {31, 31, 0, 0}, // full
+ }},
+ {{
+ {31, 31, 0, 1}, // lower half
+ {31, 1, 0, 1}, // upper half
+ }},
+ {{
+ {31, 31, 0, 1}, // lower half
+ {31, 1, 1, 1}, // upper left
+ {1, 1, 1, 1}, // upper right
+ }},
+ {{
+ {31, 31, 1, 1}, // lower left
+ {1, 31, 1, 1}, // lower right
+ {31, 1, 1, 1}, // upper left
+ {1, 1, 1, 1}, // upper right
+ }},
}};
-constexpr std::array<glm::vec4, ShadowMapper::SHADOW_BANDS> shadowMapRegions {{
- {0.25F, 0.25F, 0.25F, 0.25F},
- {0.25F, 0.25F, 0.75F, 0.25F},
- {0.25F, 0.25F, 0.25F, 0.75F},
- {0.25F, 0.25F, 0.75F, 0.75F},
+constexpr std::array<std::array<glm::vec4, ShadowMapper::SHADOW_BANDS>, ShadowMapper::SHADOW_BANDS> shadowMapRegions {{
+ {{
+ {0.5F, 0.5F, 0.5F, 0.5F}, // full
+ }},
+ {{
+ {0.5F, 0.25F, 0.5F, 0.25F}, // lower half
+ {0.5F, 0.25F, 0.5F, 0.75F}, // upper half
+ }},
+ {{
+ {0.5F, 0.25F, 0.5F, 0.25F}, // lower half
+ {0.25F, 0.25F, 0.25F, 0.75F}, // upper left
+ {0.25F, 0.25F, 0.75F, 0.75F}, // upper right
+ }},
+
+ {{
+ {0.25F, 0.25F, 0.25F, 0.25F}, // lower left
+ {0.25F, 0.25F, 0.75F, 0.25F}, // lower right
+ {0.25F, 0.25F, 0.25F, 0.75F}, // upper left
+ {0.25F, 0.25F, 0.75F, 0.75F}, // upper right
+ }},
}};
constexpr std::array<float, ShadowMapper::SHADOW_BANDS + 1> shadowBands {
1.F,
@@ -102,7 +131,7 @@ ShadowMapper::update(const SceneProvider & scene, const glm::vec3 & dir, const C
Definitions out;
std::transform(bandViewExtents.begin(), std::prev(bandViewExtents.end()), std::next(bandViewExtents.begin()),
DefinitionsInserter {out},
- [&scene, this, &lightView, band = 0U](const auto & near, const auto & far) mutable {
+ [&scene, this, &lightView, bands = bandViewExtents.size() - 2, &out](const auto & near, const auto & far) {
const auto extents_minmax = [extents = std::span {near.begin(), far.end()}](auto && comp) {
const auto mm = std::minmax_element(extents.begin(), extents.end(), comp);
return std::make_pair(comp.get(*mm.first), comp.get(*mm.second));
@@ -116,11 +145,11 @@ ShadowMapper::update(const SceneProvider & scene, const glm::vec3 & dir, const C
fixedPoint.setViewProjection(lightViewProjection);
dynamicPoint.setViewProjection(lightViewProjection);
- const auto & viewport = viewports[band];
+ const auto & viewport = viewports[bands][out.maps];
glViewport(size.x >> viewport.x, size.y >> viewport.y, size.x >> viewport.z, size.y >> viewport.w);
scene.shadows(*this);
- return std::make_pair(lightViewProjection, shadowMapRegions[band++]);
+ return std::make_pair(lightViewProjection, shadowMapRegions[bands][out.maps]);
});
glCullFace(GL_BACK);